[This article is part of a series of system neutral Six-Sided Critical Miss Tables.]
Even ray guns are not foolproof, and happenstance mistakes can wreak havoc with high technology. The eighth table in our escapade of errors is for use with ray guns, blasters, lasers, masers, phasers, and even Acme disintegrators:
Critical Miss Table for Ray Guns | |
---|---|
1d6 | Result |
1 | Drop weapon. |
2 | Drop weapon; discharges in random direction. |
3 | Weapon drained of power. |
4 | Weapon overheats and slips from grasp. |
5 | Weapon melts. |
6 | Weapon explodes. |
Random directions for ray guns may be determined by the usual means (1d6 for hexes, 1d8 for squares, or a compass die) modified by a roll on the following table:
1dF | Result |
---|---|
+ | Upward vertical |
0 | Horizontal |
- | Downward vertical |
A d6 may be substituted if Fudge dice are not in proximity.
[Originally posted in Fudgery.net/fudgerylog on 20 September 2011.]
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